/** * @file zone_filling_algorithm.cpp: * Algorithms used to fill a zone defined by a polygon and a filling starting point. */ /* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2016 Jean-Pierre Charras, jp.charras at wanadoo.fr * Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #include // sort #include #include #include #include #include #include #include /* Build the filled solid areas data from real outlines (stored in m_Poly) * The solid areas can be more than one on copper layers, and do not have holes ( holes are linked by overlapping segments to the main outline) * aPcb: the current board (can be NULL for non copper zones) * aCornerBuffer: A reference to a buffer to store polygon corners, or NULL * if aCornerBuffer == NULL: * - m_FilledPolysList is used to store solid areas polygons. * - on copper layers, tracks and other items shapes of other nets are * removed from solid areas * if not null: * Only the zone outline (with holes, if any) are stored in aCornerBuffer * with holes linked. Therefore only one polygon is created * This function calls AddClearanceAreasPolygonsToPolysList() * to add holes for pads and tracks and other items not in net. */ bool ZONE_CONTAINER::BuildFilledSolidAreasPolygons( BOARD* aPcb, SHAPE_POLY_SET* aOutlineBuffer ) { /* convert outlines + holes to outlines without holes (adding extra segments if necessary) * m_Poly data is expected normalized, i.e. NormalizeAreaOutlines was used after building * this zone */ if( GetNumCorners() <= 2 ) // malformed zone. polygon calculations do not like it ... return false; // Make a smoothed polygon out of the user-drawn polygon if required if( m_smoothedPoly ) { delete m_smoothedPoly; m_smoothedPoly = NULL; } switch( m_cornerSmoothingType ) { case ZONE_SETTINGS::SMOOTHING_CHAMFER: m_smoothedPoly = new SHAPE_POLY_SET(); *m_smoothedPoly = m_Poly->Chamfer( m_cornerRadius ); break; case ZONE_SETTINGS::SMOOTHING_FILLET: m_smoothedPoly = new SHAPE_POLY_SET(); *m_smoothedPoly = m_Poly->Fillet( m_cornerRadius, m_ArcToSegmentsCount ); break; default: // Acute angles between adjacent edges can create issues in calculations, // in inflate/deflate outlines transforms, especially when the angle is very small. // We can avoid issues by creating a very small chamfer which remove acute angles, // or left it without chamfer and use only CPOLYGONS_LIST::InflateOutline to create // clearance areas m_smoothedPoly = new SHAPE_POLY_SET(); *m_smoothedPoly = m_Poly->Chamfer( Millimeter2iu( 0.0 ) ); break; } if( aOutlineBuffer ) aOutlineBuffer->Append( *m_smoothedPoly ); /* For copper layers, we now must add holes in the Polygon list. * holes are pads and tracks with their clearance area * For non copper layers, just recalculate the m_FilledPolysList * with m_ZoneMinThickness taken in account */ else { m_FilledPolysList.RemoveAllContours(); if( IsOnCopperLayer() ) { AddClearanceAreasPolygonsToPolysList_NG( aPcb ); if( m_FillMode ) // if fill mode uses segments, create them: { if( !FillZoneAreasWithSegments() ) return false; } } else { m_FillMode = 0; // Fill by segments is no more used in non copper layers // force use solid polygons (usefull only for old boards) m_FilledPolysList = *m_smoothedPoly; // The filled areas are deflated by -m_ZoneMinThickness / 2, because // the outlines are drawn with a line thickness = m_ZoneMinThickness to // give a good shape with the minimal thickness m_FilledPolysList.Inflate( -m_ZoneMinThickness / 2, 16 ); m_FilledPolysList.Fracture( SHAPE_POLY_SET::PM_FAST ); } m_IsFilled = true; } return true; } /** Helper function fillPolygonWithHorizontalSegments * fills a polygon with horizontal segments. * It can be used for any angle, if the zone outline to fill is rotated by this angle * and the result is rotated by -angle * @param aPolygon = a SHAPE_LINE_CHAIN polygon to fill * @param aFillSegmList = a std::vector which will be populated by filling segments * @param aStep = the horizontal grid size */ bool fillPolygonWithHorizontalSegments( const SHAPE_LINE_CHAIN& aPolygon, std::vector & aFillSegmList, int aStep ); bool ZONE_CONTAINER::FillZoneAreasWithSegments() { bool success = true; // segments are on something like a grid. Give it a minimal size // to avoid too many segments, and use the m_ZoneMinThickness when (this is usually the case) // the size is > mingrid_size. // This is not perfect, but the actual purpose of this code // is to allow filling zones on a grid, with grid size > m_ZoneMinThickness, // in order to have really a grid. // // Using a user selectable grid size is for future Kicad versions. // For now the area is fully filled. int mingrid_size = Millimeter2iu( 0.05 ); int grid_size = std::max( mingrid_size, m_ZoneMinThickness ); // Make segments slightly overlapping to ensure a good full filling grid_size -= grid_size/20; // All filled areas are in m_FilledPolysList // m_FillSegmList will contain the horizontal and vertical segments // the segment width is m_ZoneMinThickness. m_FillSegmList.clear(); // Creates the horizontal segments for ( int index = 0; index < m_FilledPolysList.OutlineCount(); index++ ) { const SHAPE_LINE_CHAIN& outline0 = m_FilledPolysList.COutline( index ); success = fillPolygonWithHorizontalSegments( outline0, m_FillSegmList, grid_size ); if( !success ) break; // Creates the vertical segments. Because the filling algo creates horizontal segments, // to reuse the fillPolygonWithHorizontalSegments function, we rotate the polygons to fill // then fill them, then inverse rotate the result SHAPE_LINE_CHAIN outline90; outline90.Append( outline0 ); // Rotate 90 degrees the outline: for( int ii = 0; ii < outline90.PointCount(); ii++ ) { VECTOR2I& point = outline90.Point( ii ); std::swap( point.x, point.y ); point.y = -point.y; } int first_point = m_FillSegmList.size(); success = fillPolygonWithHorizontalSegments( outline90, m_FillSegmList, grid_size ); if( !success ) break; // Rotate -90 degrees the segments: for( unsigned ii = first_point; ii < m_FillSegmList.size(); ii++ ) { SEGMENT& segm = m_FillSegmList[ii]; std::swap( segm.m_Start.x, segm.m_Start.y ); std::swap( segm.m_End.x, segm.m_End.y ); segm.m_Start.x = - segm.m_Start.x; segm.m_End.x = - segm.m_End.x; } } if( success ) m_IsFilled = true; else m_FillSegmList.clear(); return success; } bool fillPolygonWithHorizontalSegments( const SHAPE_LINE_CHAIN& aPolygon, std::vector & aFillSegmList, int aStep ) { std::vector x_coordinates; bool success = true; // Creates the horizontal segments const SHAPE_LINE_CHAIN& outline = aPolygon; const BOX2I& rect = outline.BBox(); // Calculate the y limits of the zone for( int refy = rect.GetY(), endy = rect.GetBottom(); refy < endy; refy += aStep ) { // find all intersection points of an infinite line with polyline sides x_coordinates.clear(); for( int v = 0; v < outline.PointCount(); v++ ) { int seg_startX = outline.CPoint( v ).x; int seg_startY = outline.CPoint( v ).y; int seg_endX = outline.CPoint( v + 1 ).x; int seg_endY = outline.CPoint( v + 1 ).y; /* Trivial cases: skip if ref above or below the segment to test */ if( ( seg_startY > refy ) && ( seg_endY > refy ) ) continue; // segment below ref point, or its Y end pos on Y coordinate ref point: skip if( ( seg_startY <= refy ) && (seg_endY <= refy ) ) continue; /* at this point refy is between seg_startY and seg_endY * see if an horizontal line at Y = refy is intersecting this segment */ // calculate the x position of the intersection of this segment and the // infinite line this is more easier if we move the X,Y axis origin to // the segment start point: seg_endX -= seg_startX; seg_endY -= seg_startY; double newrefy = (double) ( refy - seg_startY ); double intersec_x; if ( seg_endY == 0 ) // horizontal segment on the same line: skip continue; // Now calculate the x intersection coordinate of the horizontal line at // y = newrefy and the segment from (0,0) to (seg_endX,seg_endY) with the // horizontal line at the new refy position the line slope is: // slope = seg_endY/seg_endX; and inv_slope = seg_endX/seg_endY // and the x pos relative to the new origin is: // intersec_x = refy/slope = refy * inv_slope // Note: because horizontal segments are already tested and skipped, slope // exists (seg_end_y not O) double inv_slope = (double) seg_endX / seg_endY; intersec_x = newrefy * inv_slope; x_coordinates.push_back( (int) intersec_x + seg_startX ); } // A line scan is finished: build list of segments // Sort intersection points by increasing x value: // So 2 consecutive points are the ends of a segment sort( x_coordinates.begin(), x_coordinates.end() ); // An even number of coordinates is expected, because a segment has 2 ends. // An if this algorithm always works, it must always find an even count. if( ( x_coordinates.size() & 1 ) != 0 ) { success = false; break; } // Create segments having the same Y coordinate int iimax = x_coordinates.size() - 1; for( int ii = 0; ii < iimax; ii += 2 ) { wxPoint seg_start, seg_end; seg_start.x = x_coordinates[ii]; seg_start.y = refy; seg_end.x = x_coordinates[ii + 1]; seg_end.y = refy; SEGMENT segment( seg_start, seg_end ); aFillSegmList.push_back( segment ); } } // End examine segments in one area return success; }